@pior Thanks, yeah my conclusion was that the only thing that looks like it would help me is a way to transfer the morph targets like you would transfer basically every other kind of information with the Data Transfer mod. I was considering looking into making an addon but I haven't touched Python in several years ever…
Hi! I have found several techniques to automate game art, that I wanted to share. :) I start with the most time consuming thing that hard surface stylized artists have to do in ZBrush: create chipped edges and cracks. Then baking and compositing the maps for each props. I have found this procedurally generated chipped…
@Tiles - well, in theory that sounds reasonable ... but in actual practice this isn't quite as simple as it seams seems for a number or reasons : 1 - The unwrap may have been fully done already, in a very clean way but just missing the split-and-spread. This can happen when reworking an earlier asset, or even simply when…
I don't understand why people keep on saying "We should bypass Ngons" or "Ngons, I never used them" because it must be next to damn hard to try and AVOID Ngons. You're going to want to have them in your model, atelast for a temporary solution when you're blocking out the silhouette of your model or hard surface object, or…
@RN Thank you for explaining that!! Now I know what that is about. I always wondered what that OT meant too...Your insight is tremendously helpful Rafael (espanol?)! Guys, about linked objects: is there a quicker way to place multiple linked objects along a surface than using the right click and manual transform tools? Pic…
I know people probably want to move on from discussing the terrible editing performance of high-poly counts in blender but I was bored so ran some testing on my own. I compiled blender in debug mode and attached WinDBG for testing. Within the sub-surface generation of blender it creates and populated a struct…
I find the title funny. Been subscribed to their developer mailing list for nearly two years now and I did not get the feeling that anyone is terribly worried about "competing" so much as to simply write good code and make their features stable, usable and very fast. Something I cannot say about many other 3D packages…
Blender's UV tools is all I've known for 5+ years using Blender. To be honest, the beauty of Blender's algorithm to lay out UV islands based on the seams I've set manually, is that those UV islands are 80% of the time perfect without needing that much adjusting. That's basically guaranteed out of th box good UVs for hard…
There is https://github.com/heimlich1024/OD_CopyPasteExternal. Should work on all kind of softwares. Anyway some update about Hair tool. I latest release I focused mostly on creating short hair, so you will be able to create this kind of stuff: Video about new features: https://www.youtube.com/watch?v=FLHbzCXOijg I know…
@Justo Edit: had a look at the object and fixed my post. Looks like two different issue's to me, high poly needs that normal edit but the actual bake might be also having the issue in the thread below - but trying your file baked at 1k with edited normals with 'set normals from face' didn't reproduce the same results for…